From c2fb13c60e1ea880b62336b2cf4db9e84f08a437 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Fri, 23 Mar 2012 16:28:47 +0100 Subject: [PATCH] Did some more cleanup --- game/g_combat.c | 157 ------------------------------------------------ stefgame.suo | Bin 235008 -> 235008 bytes 2 files changed, 157 deletions(-) diff --git a/game/g_combat.c b/game/g_combat.c index e636cdc..be654f2 100644 --- a/game/g_combat.c +++ b/game/g_combat.c @@ -182,32 +182,6 @@ void TossClientItems( gentity_t *self, qboolean dis_con ) { } - -/* -================== -LookAtKiller -================== -*/ -/*void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) { - vec3_t dir; - vec3_t angles; - - if ( attacker && attacker != self ) { - VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir); - } else if ( inflictor && inflictor != self ) { - VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir); - } else { - self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW]; - return; - } - - self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir ); - - angles[YAW] = vectoyaw ( dir ); - angles[PITCH] = 0; - angles[ROLL] = 0; -}*/ - /* ================== GibEntity @@ -734,76 +708,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int attacker->client->pers.teamState.frags++; AddScore( attacker, 1 ); - // check for two kills in a short amount of time - // if this is close enough to the last kill, give a reward sound - /*if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) { - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT; - attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; - attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; - }*/ - // Check to see if the player is on a streak. attacker->client->streakCount++; - // Only send awards on exact streak counts. - /*switch(attacker->client->streakCount) - { - case STREAK_ACE: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_ACE; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - case STREAK_EXPERT: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_EXPERT; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - case STREAK_MASTER: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_MASTER; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - case STREAK_CHAMPION: - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_CHAMPION; - attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; - break; - default: - // Do nothing if not exact values. - break; - }*/ - - // Check to see if the max streak should be raised. - /*if (attacker->client->streakCount > attacker->client->ps.persistant[PERS_STREAK_COUNT]) - { - attacker->client->ps.persistant[PERS_STREAK_COUNT] = attacker->client->streakCount; - }*/ - - /*if (!level.firstStrike) - { // There hasn't yet been a first strike. - level.firstStrike = qtrue; - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_FIRST_STRIKE; - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~EF_AWARD_MASK; - attacker->client->ps.eFlags |= EF_AWARD_FIRSTSTRIKE; - attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; - }*/ attacker->client->lastKillTime = level.time; } @@ -829,17 +735,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int TossClientItems( self, qfalse ); } } - else - {//suiciding and respawning returns the flag - /*if ( ps->powerups[PW_REDFLAG] ) - { - Team_ReturnFlag(TEAM_RED); - }*/ - /*else if ( ps->powerups[PW_BORG_ADAPT] ) - { - Team_ReturnFlag(TEAM_BLUE); - }*/ - } Cmd_Score_f( self ); // show scores // send updated scores to any clients that are following this one, @@ -1047,54 +942,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int }//RPG-X: RedTechie - End of my if statment for medics revive check }//RPG-X: RedTechie - End of void - -/* -================ -CheckArmor -================ -*/ -//RPG-X: - RedTechie No armor in RPG -/*int CheckArmor (gentity_t *ent, int damage, int dflags) -{ - gclient_t *client; - int save; - int count; - float protectionFactor = ARMOR_PROTECTION; - - if (!damage) - return 0; - - client = ent->client; - - if (!client) - return 0; - - if (dflags & DAMAGE_NO_ARMOR) - return 0; - - // armor - if (dflags & DAMAGE_ARMOR_PIERCING) - { - protectionFactor = PIERCED_ARMOR_PROTECTION; - } -// else if (dflags & DAMAGE_SUPER_ARMOR_PIERCING) -// { -// protectionFactor = SUPER_PIERCED_ARMOR_PROTECTION; -// } - - count = client->ps.stats[STAT_ARMOR]; - save = ceil( damage * protectionFactor ); - if (save >= count) - save = count; - - if (!save) - return 0; - - client->ps.stats[STAT_ARMOR] -= save; - - return save; -}*/ - #define BORG_ADAPT_NUM_HITS 10 qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod ) { @@ -1186,10 +1033,6 @@ qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod ) } level.borgAdaptHits[weapon]++; - /*if ( borgAdaptHits[weapon] > rpg_numAdaptHits.integer )//FIXME: different count per weapon? - {//we have adapted to this weapon - return qtrue; - }*/ switch(weapon) { case WP_5: if(level.borgAdaptHits[WP_5] > rpg_adaptPhaserHits.integer) diff --git a/stefgame.suo b/stefgame.suo index 76183c406ef73e03a211e23fd753694c7b411ab6..88eedb6e7a32a291ff7a58df5a96967e27d37ec5 100644 GIT binary patch delta 6184 zcmdT|dsI}{xj%bv24;p~oEgRu3F3$&C{P&jfrK{F89XRuyv-ke?_xOFkZ&x8%Mr&o?AZY&n({ z`{|mXXVQ z_ftKSBt1;MO(rUz+2%lRf^h1w9D zS^Qj}W+pJ`sUG#18q8wA-bA9{R3llz*Rz6CM@>-KOd`FJ&E$`xjn^HkcjR~6W=G-< zlxd9bSU1U@KC?IC0x2ZMb)Ur^oU-QdGm&u*a;m>=IN1cQb0iEJeutCw9V8LB<3oJM z6Xd`2O_ZCy2!*W|$vklP(3#NvHVK5vU}_*4K%6uY?pTNxQr{*KP1Un3cH*Gb;+W}$#@FCR{3pf@{yMNIJYabhBG!-g(2mir=! zgv#He(`=C}LQV~t>2?2}?9;$e{0M&1g{nkdL)(eC^K4>TG8s1X(Am&=9ha>Qrgq=j 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